There are too many slots in this kind of plot, and Chen Mo doesn't know where to start. In short, when the plot was halfway through, Chen Mo roughly guessed the urgency of the story and deduced the ending.
According to the consistent urinating summary, the routine of this horror game is similar to that of domestic horror movies. It can be summed up in one sentence: "Psychopaths have broad thinking, and mentally handicapped children have more joy."
Chen Mo couldn't help feeling disappointed. How could a horror game of this level bring real joy to the players? How can the spirit of the players suffer a baptism
For players who don't like horror games, they won't play this game at all, but for players who like horror games, "Desolate House" is simply to qj their IQ.
It's time for horror game players to experience what a real horror game is!
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As for the vr game, Chen Mo already had some experience in making "Minecraft". According to the general process, the pc version is first made, and then the game quality and resources are improved, and then ported to the vr platform.
However, the production of a horror game like "Escape" and a game of building blocks like "Minecraft" must be completely different in terms of resources. Chen Mo is now facing two serious problems.
One is how to ensure the physical and mental health of players through the in-game settings, so that they will not be scared out of illness in the game.
The second is how to better express the expressions and actions of the characters in the game to make the game more real.
The immersion of the original "Escape" is so good that many players are afraid to play by themselves on the PC side, and are often scared to scream loudly, and it takes a long time to pass each level. If it is transplanted to the VR side, this kind of immersion will only be multiplied, and while players feel more exciting, it will also make people more scared.
If safety measures are not taken well, players may be scared out of illness even if they are not sick at first.
Fortunately, some foreign horror games already have corresponding settings, such as real-time monitoring of the player's vital signs and health status through the VR game cabin, and automatically disconnect when the fear level exceeds a certain value, or at the beginning You can only use the sober experience, and you can unlock the fully immersive experience and higher difficulty after passing the level, and so on.
These settings are not too much technical difficulty, but the settings are a little cumbersome.
In terms of character expressions and movements, in fact, Chen Mo's ability in this area is already very high, after all, he has read so many movement skill books. Ordinary character actions, such as climbing, jumping, attacking, etc., can make very realistic effects.
However, for character expressions, it is difficult to achieve perfection through hand-adjusted movements, and even if it is possible, it is a bit thankless, because when the characters speak, the expressions, mouth shapes and words need to be completely matched, and all expressions are done by hand. Tune in, the efficiency is too low, it can exhaust Chen Mo to death.
If it is a generally lazy domestic game company, it will not do the facial expressions and mouth shapes of the characters at all, or just do a general "speaking" action and it will be over.
But in VR games, the character's expression and mouth shape must be done, otherwise it will feel particularly false when observed at close range.
Generally, when major manufacturers produce such first-person perspective masterpieces, the method they generally choose is motion capture. This is also the most commonly used method by some major European and American manufacturers in Chen Mo's previous life when producing 3A masterpieces.
The so-called motion capture is to invite some real actors to perform the language and movements of the characters in the play. Some trackers will be set up on the key parts of the body and face of these actors to record their movements very accurately and convert them into the movement data of the character models in the game.
This technology first appeared in some movies, such as "Avatar" in Chen Mo's previous life, "Pirates of the Caribbean", "Rise of the Planet of the Apes", etc., and was soon applied to the field of games.
In the parallel world, this technology has also begun to be widely applied to the game field. At present, some major domestic manufacturers, such as Emperor Interactive Entertainment and Zen Interactive Entertainment, have also established their own motion capture studios.
Chen Mo also plans to set up a motion capture studio by himself, because "Escape" will not be his only game that uses motion capture technology. In the future, he will make more first-person perspective games with different themes. There are many other uses.
Moreover, there is another advantage of doing "Escape", that is, fewer actors are needed.
Because this is a horror game, in addition to the patients with tumors on their faces, there are fully armed soldiers, basically they don't show their faces, don't speak, and don't have any expressions. They scream and then use very strange poses to the hero Just rush over.
The characters with expressions are priests, scissorhands and other individual characters. The facial expressions of these people are very ferocious. For actors, they don’t need to be so perfect. Anyway, it’s just as scary as they come. Does not affect game quality.
If you really want to make a game like gta5, just looking for actors will exhaust Chen Mo to death.
Regarding the motion capture studio, Chen Mo briefly mentioned it to Zhou Hanyu, and asked him to go and investigate. By the way, he met with Guo Feng from Xuandong Aurora Studio to see if there were any reliable foreign actors in China to recommend.
In fact, there are a group of foreign actors in China at present. It takes a little effort to find them, but they can be found.
The main reason is that there are occasional companies in China that make games with foreign themes. These actors also have a certain market demand in China, and their schedules are quite full. They can make cameo appearances in film and television dramas, dub the overseas versions of domestic games, and so on. There is also a lot of money.
Fortunately, "Escape" does not require a lot of dubbing. One or two foreign actors who are fluent in English can basically handle it. Of course, some special voices also need post-processing.
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The motion capture studio needs a lot of space, but it doesn’t need to be with the experience store, so Chen Mo rented an extra floor in the office building where the Aurora Studio is located, and used it as a motion capture studio. It will also be more convenient when playing cg games.
Zhou Hanyu posted some recruitment information on the Internet and recruited a few people with relevant work experience. This studio was initially established.
The quotation for a complete set of motion capture equipment is still relatively high, about 10 million, including a complete system and a professional motion capture camera. Chen Mo bought it without even thinking about it. Anyway, he will buy this thing sooner or later.
After everything is arranged, it is almost time to announce the news of the next game to the members of the project team.